Kerrick
First Post
For those of you just joining our program, we're discussing the Project Phoenix fighter (and other classes), which can be found here
I'm not going to argue that point, because you're right. I've seen many splatbook PrCs that should really have been nothing more than a few feats or a feat chain.However, most of the time a mundane class ability (by that I don't mean 'non-exciting', but rather that its a product of ordinary skill) is in fact feat equivalent and its far better to transform the base class (or at least that element of it) into bonus feats from a class feat list.
I could create an archery style, but I felt that was more the purview of the ranger.You've forced them to take one of your four required feat trees. I must walk the way of the bear, cat, wolverine, or gorgon. I can mix and match, but I can't go, "You know, I want to move as quickly as I can down an archer feat tree. I'd rather get a couple of archer feats at this time than learn cat or gorgon style or whatever."
How many different concepts are there? I covered the major (most commonly chosen) ones: two-weapon, sword and board, two-hander, and unarmed. If someone wants to create a path for their obscure one-off character, they're more than welcome, but I'm not going to break my brain trying to think up every single possible fighting style in existince.What this will lead you to doing eventually is creating large number of fighting styles to fit every different fighter concept. How is that better than a large number of feats?
So tell me... why is it that the general consensus of the 3.5 fighter is "It's not worth taking past 4th level"?They are gaining power, and I've always argued that the fighter should gain power. But to claim that they are gaining customization is to compare apples and oranges. Your class gets more 'stuff' I grant you, and part of having more stuff is you make more choices. However, the original base class was fully customizable. It had no required class abilities at all.
Weapon feats are the equivalent of several Weapon Focus feats at once. Tell me again why that's a bad thing?You didn't have to take 'weapon feats' (although most did).
No, but again, I've added abilities for the most commonly chosen fighting styles. Instead of your tank simply taking Power Attack, Cleave, and Great Cleave just like every other tank, he can go with Oversized Weapon, Mighty Strike, and Pounding Strike, whereas his buddy Bob can take Imposing Size, Dazing Blow, and Pounding Strike. I don't see how this is bad, considering this is in addition to all those bonus feats you keep going on about (which is the third time I've said that now).You weren't forced to take a particular style.
Spring Attack: fighter 4, rogue 6. The fighter has a whole extra feat over the rogue at that point.Yeah, well in 3.5 your fighter can get dodge, mobility ect. by like 2nd level (by which point a human fighter has like 5 feats), where as the rogue might not have the same list of feats until like 9th level (by which time the fighter has picked up even more feats).
Yeah. But if were building a duelist in 3.5, I'd go with 4 levels of fighter (for the Spring Attack chain and WS), then rogue, Duelist, and maybe even Weapon Master, if it were allowed. In PP, I could stick with fighter and take some stuff from Cat Style, mix it up with a few rogue levels, and get the same effect without having to take the PrC. You might argue that it's the same number of class levels, and you might be right, but it's nice for campaigns that don't allow PrCs, or for players who want to keep the number of classes to a manageable number.And when you get up to 9th level your 9th level fighter has a higher BAB and by 9th level 18 more hit points. So yeah, naturally the rogue gets some stuff to compensate.
Hadn't thought of that, but the 3.5 fighter is weaker. My fighter is definitely stronger, however.It's the same freaking thing just with more 'stuff'. Are you trying to convince me that 3.X fighters are weak compared to 3.X rogues?*
I was trying to say that if I wanted to build a duelist, I would be stupid not to include rogue levels, given that a rogue's sneak attack is vastly superior to the piddling feats a fighter gets. I'm not going to say that a rogue vs. a fighter with the same build will be superior; at L20, the fighter will have one more attack (assuming a single weapon), +5 BAB, many more hit points, and several more feats. The rogue, OTOH, will have 8d6 sneak attack, several special abilities, improved uncanny dodge, and evasion. Sure, the fighter will wipe the floor with the rogue in a straight-up fight, but that's what he's supposed to do. He's a fighter. Fighters fight - we agreed on that point. A rogue's schtick is guerrilla warfare - striker, hit and run tactics. That's where his abilities shine: sneak attack, evasion, opportunist, etc. Put the rogue against the fighter in a shadowed maze, and I'd put even money on either of them winning.Are you trying to convince me that if you wanted to build a combatant the rogue outshown the fighter?
That means at least 75% of class abilities would be feats, and most classes would get nothing BUT feats. You can't be serious.That's my point. Any class ability that can be reduced to a feat should be reduced to a feat.
Hey, we agree on something! That's what my intent was - to make the fighter (and every other class) more focused at what it does, and better at it, than anyone else. Tell me: do you think a PP fighter could best any member of any other class in one-on-one combat? If the answer is yes, then I've accomplished my goal.I believe that a class is just a schtick and that all that is needed for coolness is to do that schtick better than any other class.
Exactly! But if you turn it into a feat chain, anyone can learn it and it ceases to be special.If in theory some other class can learn part of the 'cat style', it's nothing from me because they can never be as cool or as masterful in their fighting style as the fighter.
First off, there are eight abilities, not six, and second, I see four that do cool stuff: Imposing Size, Oversized Weapon, Pounding Strike, and Stunning Blow. Sure, they do stuff in addition to hitting things, but again, that's the fighter's schtick: hitting things. The Bear Style is about hitting things hard.No, it's not. Besides which, if that's your goal, you flunked it. Of the six abilities of the bear style, only 1 involves doing cool stuff besides hit things, and 3 of the six simply directly increase damage.
Of the six abilities of the cat style, none of them involve doing cool stuff besides hitting things and 5 of the 6 are literally about hitting things.
*sigh* Again, eight abilities. And Sudden Attack isn't about hitting things. And the whole purpose of the Cat Style is to hit things quickly. Which, I think we can agree, I accomplished.
Show me the build where you can get 52 attacks per round. Seriously - if you can find a rules exploit like that, I need to fix it.And some of them are ridiculous in there, "Need to hit things better/harder." desparation, as if that solves anything. ("I can make 5, no 6, no 9, no 52 attacks per round!")*
Eight abilities, and half of them don't involve hitting things. I deliberately designed this one with two paths - defensive and offensive - because some people like to use shields as weapons. Obviously you don't, but YMMV.Of the six abilities of the gorgon style, only two let him do cool things in combat besides hitting things and even this 'defensive style' is majority hitting things better.
Now we're getting to the meat of the argument. This can be accomplished with feats, really - Iron Will (or any other feat that improves the Will save), or Lightning Reflexes or a feat that enables using Con for Reflex saves (not a bad idea, that), etc. - their poor saves are the main reason they're weak against magic, but then, they should have a weakness somewhere; if they didn't, they'd be overpowered. Mages are one of the best classes in the game, power-wise, but even an archmage is squishy without his protections.And again, the real problem with a fighter isn't there ability to do cool stuff besides hitting things. The real problem with a fighter is inability to deal with obstacles and dealing with magic.
As for obstacles... I'm assuming you mean things like traps, which is the rogue's schtick. Mundane obstacles like doors and rockfalls, the fighter can either bash through them or use his strength to move them.
The rogue might be a little weaker - I nerfed evasion and imp evasion and reduced their skill points slightly, but they're otherwise unchanged. They could use more special ability choices...**Apparantly so, since the PP fighter gains between 10 and 14 new feat equivalent abilities compared to 3.X, but the PP rogue actually appears to have gotten weaker.